[dx80] another software vshader patch
Jason Edmeades
us at the-edmeades.demon.co.uk
Wed Sep 24 19:22:44 CDT 2003
Resolves another problem where a small vertex shader demo wasnt
appearing right
Changelog
The'w' component is used more than just for the vertex, so we cannot do
the projection mapping ourselves. Also tidy up a tracepoint, and
preinitialize the shaders output as windows seems to.
Jason
-------------- next part --------------
Index: dlls/d3d8/directx.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/directx.c,v
retrieving revision 1.52
diff -u -r1.52 directx.c
--- dlls/d3d8/directx.c 19 Sep 2003 00:20:19 -0000 1.52
+++ dlls/d3d8/directx.c 20 Sep 2003 21:07:52 -0000
@@ -1152,7 +1152,7 @@
object->view_ident = 1;
object->last_was_rhw = 0;
- TRACE("(%p,%d) All defaults now set up, leaving CreateDevice\n", This, Adapter);
+ TRACE("(%p,%d) All defaults now set up, leaving CreateDevice with %p\n", This, Adapter, object);
return D3D_OK;
}
Index: dlls/d3d8/drawprim.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/drawprim.c,v
retrieving revision 1.10
diff -u -r1.10 drawprim.c
--- dlls/d3d8/drawprim.c 19 Sep 2003 00:07:34 -0000 1.10
+++ dlls/d3d8/drawprim.c 20 Sep 2003 21:07:55 -0000
@@ -623,9 +623,10 @@
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f\n", x,y,z));
glVertex3f(x, y, z);
} else {
- GLfloat w = 1.0f / rhw;
+ /* Cannot optimize by dividing through by rhw as rhw is required
+ later for perspective in the GL pipeline for vertex shaders */
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
- glVertex4f(x * w, y * w, z * w, 1.0f);
+ glVertex4f(x,y,z,rhw);
}
}
}
@@ -1189,7 +1190,7 @@
glVertex3f(x, y, z);
} else {
VTRACE(("Vertex: glVertex:x,y,z=%f,%f,%f / rhw=%f\n", x,y,z,rhw));
- glVertex4f(x / rhw, y / rhw, z / rhw, 1.0f / rhw);
+ glVertex4f(x,y,z,rhw);
}
}
@@ -1265,8 +1266,14 @@
/* Fill the vertex shader input */
IDirect3DDeviceImpl_FillVertexShaderInput(This, vertex_shader, SkipnStrides);
- /* Now execute the vertex shader */
+ /* Initialize the output fields to the same defaults as it would normally have */
memset(&vertex_shader->output, 0, sizeof(VSHADEROUTPUTDATA8));
+ vertex_shader->output.oD[0].x = 1.0;
+ vertex_shader->output.oD[0].y = 1.0;
+ vertex_shader->output.oD[0].z = 1.0;
+ vertex_shader->output.oD[0].w = 1.0;
+
+ /* Now execute the vertex shader */
IDirect3DVertexShaderImpl_ExecuteSW(vertex_shader, &vertex_shader->input, &vertex_shader->output);
/*
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